I generally agree with your post... but like. This comes across as "why did you use these examples?", but you vagueposted on a Pokemon site and used TOTK as your example: Smash and Pokemon were totally fair context. If they're not what you mean, that's fine, the clarification is useful, but if you were looking to hear other examples, that's on you.
That's fair, you make a good point.
I actually wanna talk about Sakurai for a sec so I'm gonna use this reply as an excuse, hope you don't mind:
To be clear, I massively respect Sakurai for his work ethic, his creativity and what he's done for the industry. I love his Youtube videos and he is an inspiration.
That being said... I think people hear him hype up how he designs his games "for beginners" and then lose out on a lot of the problems with how he does it. Smash Bros. is my main example, so to rip the bandaid off:
Smash Bros. is extremely inaccessible to beginners.
Mortal Kombat is probably one of the most popular casual fighting games in America, and a lot of that has to do with how simple it is and the gore. You can hand someone a controller, press them to try to do different buttons and they'll start to get at least the basics down especially when fighting other beginner players, like at a family gathering. Smash Bros. system is extremely unintuitive and punishes new players harder with the fact that you can instantly die if you fall off the stage.
This happens a LOT. Because things like "UP B is a second jump" and the fact that Smash attacks are some characters' main ways to actually kill people (not just the less popular characters, too- it's like, Mario's main way of killing people lol) means that it's a big mess of experience. Kirby doesn't fix this either because now if the player actually learns their Up B it's a good way for them to instantly die.
In general you want players to be able to learn in a safe environment, and while it sounds odd most people feel like their first Mortal Kombat match against a family member is a safe environment to just try shit, while Smash on a death pit is harder. Doesn't help as well that some stages are really hard to read for non-gamers.
Smash is the intermediate gamer's fighting game. It's easier to play at a competent level than most other fighting games, but it's harder to play at a beginner level than something like Street Fighter.
Kirby on the other hand I could talk about for a while. It's the platformer game without good platforming, and it's a series that even before Sakurai's departure has tried to shore up a lack of depth in its platforming (which means its level design, too; the level design potential of a 2D platformer is directly correlated with what the player can do) by increasing the more combat/beat-em-up style gameplay. In general I think Kirby is too simple for most beginners to the point where they just don't find it fun.
This is anecdotal but I've tried to play Kirby with my family before, and it bounced off of them. Mario 3D world, a substantially harder game for a beginner than say Kirby's Star Allies was preferred because it was faster, had more depth. And it was fun to kill each other.
Kirby I think right now is really mostly fans of it for the cute angle rather than directly appealing to beginners on a gameplay/marketing level, but I don't have like, concrete proof of that. That's just how I feel about it.